SimClock (engine-free) turns real frame seconds into whole fixed steps; ActionGameManager.Update feeds it outside the pause gate and Zone.Update(Time.deltaTime) is gone, with IntroCutscene (dead, Unity-driven pose writes). Entity.TurnRate is the sum of the rotation actuators' applied turn per sim second, zeroed each Update; DrawAhead reads it so EntityInstance and ShipInstance draw the latest sim state ahead by Lead. Unverified at this commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
139 lines
No EOL
6.8 KiB
C#
139 lines
No EOL
6.8 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using GameCult.Caching;
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
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public class ThrusterData : BehaviorData
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{
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[Inspectable, JsonProperty("thrust"), Key(1), RuntimeInspectable]
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public PerformanceStat Thrust = new PerformanceStat();
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[Inspectable, JsonProperty("visibility"), Key(2), RuntimeInspectable]
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public PerformanceStat Visibility = new PerformanceStat();
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[Inspectable, JsonProperty("heat"), Key(3), RuntimeInspectable]
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public PerformanceStat Heat = new PerformanceStat();
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[Inspectable, JsonProperty("energy"), Key(4), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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[Inspectable, CultInspectorAssetGuid, JsonProperty("Particles"), Key(5)]
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public string ParticlesPrefab;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Thruster(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new Thruster(this, item);
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}
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}
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public class Thruster : Behavior, IAnalogBehavior, IPowerConsumer
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{
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// Live: heat, quality, durability and power move this stat after construction, so it is read, never cached.
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public float Thrust => Evaluate(_data.Thrust);
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public float Torque { get; }
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public float Axis
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{
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get => _input;
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set => _input = saturate(value);
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}
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private ThrusterData _data;
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private float _input;
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// Cut 8 (operator ask 2026-09-19): presentation's read of "how healthy does this thruster actually look" --
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// Thrust is the stat that governs this behaviour's real output, so it is the equivalent quantity to condition
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// against. 1f for the ConsumableItemEffect constructor's item-less case; that path has no durability, heat or
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// power-supply state to be broken by, so it always reads perfect.
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public float Condition => Item?.ConditionRatio(_data.Thrust) ?? 1f;
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public Thruster(ThrusterData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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var hullData = ItemManager.GetData(Entity.Hull) as HullData;
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var hullCenter = hullData.Shape.CenterOfMass;
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var itemData = ItemManager.GetData(item.EquippableItem);
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var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
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var toCenter = hullCenter - itemCenter;
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Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation));
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}
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public Thruster(ThrusterData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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Torque = 0;
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}
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// Cut 3 (docs/stats-and-power-cut.md): the resolved stat times the behaviour-supplied throttle scalar (§1.2),
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// exactly the shape the map names. _input is set externally (the ship's controls) before Entity.Update calls
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// PowerBus.Step, so it is already current when this runs.
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//
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// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): EnergyUsage is a
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// registered request field (StatValidation.PowerRequestFields) -- read nominally, same reasoning as every
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// other IPowerConsumer in this cut, though EnergyUsage carries no PowerSupply term in Thruster's own shipped
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// catalog today; Thrust (the field Cut 7 curves) is a separate stat Execute reads with the real Evaluate.
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public float PowerRequest(float dt) => _input > .01f ? _input * EvaluateNominalPower(_data.EnergyUsage) : 0f;
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Medium -- mobility. Losing thrust for a tick
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// under brownout is an inconvenience, not the cascading failure a starved radiator or shield causes.
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public int DefaultPowerTier => PowerTiers.Medium;
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// What this thruster adds to the ship's manoeuvre envelope: Execute's own arithmetic at full input, read live.
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// Its push is Thrust / Mass along its mount, into the matching body
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// axis, even for a flank thruster that only turns (it pushes whenever it turns); its turn is |Torque| * Thrust *
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// TorqueMultiplier / Mass into the side its Torque sign fires on, when |Torque| clears the floor. Zero when the
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// item is offline or unpowered, the same gates Execute applies.
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public ManoeuvreEnvelope Manoeuvre()
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{
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if (Item == null || !Item.Active.Value || Item.PowerSupply <= 1e-4f) return default;
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var settings = ItemManager.GameplaySettings;
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var thrust = Thrust;
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var acceleration = thrust / Entity.Mass;
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var forward = normalize(Entity.Direction);
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var right = forward.Rotate(ItemRotation.Clockwise);
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var push = -forward.Rotate(Item.EquippableItem.Rotation);
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var along = dot(push, forward);
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var across = dot(push, right);
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var turn = abs(Torque) > settings.TorqueFloor ? abs(Torque) * thrust * settings.TorqueMultiplier / Entity.Mass : 0f;
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return new ManoeuvreEnvelope(
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max(along, 0f) * acceleration, max(-along, 0f) * acceleration,
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max(-across, 0f) * acceleration, max(across, 0f) * acceleration,
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Torque > 0f ? turn : 0f, Torque < 0f ? turn : 0f);
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}
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public override bool Execute(float dt)
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{
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Item.SetAudioParameter(SpecialAudioParameter.Intensity, _input);
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// Cut 7 (docs/stats-and-power-target.md): "continuous consumers brown out ... through a power supply
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// curve on their performance stats." Thrust below is a plain Evaluate() read, so once the catalog's own
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// Thrust stat carries a PowerSupply term, a partial grant already comes back reduced -- this gate no
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// longer demands a full grant, only that the thruster is being asked to do anything (_input) and that it
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// has not been cut to true zero supply (the epsilon PowerBus itself already treats as "nothing granted").
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if(_input > .01f && Item.PowerSupply > 1e-4f)
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{
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var thrust = Thrust;
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Entity.Velocity -= Direction.xz * _input * thrust / Entity.Mass * dt;
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var turnRate = _input * Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass;
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Entity.Direction = mul(Entity.Direction, CultMath.float2x2.Rotate(turnRate * dt));
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Entity.TurnRate += turnRate;
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AddHeat(_input * Evaluate(_data.Heat) * dt);
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var vis = _input * Evaluate(_data.Visibility);
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if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])
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Entity.VisibilitySources[this] = vis;
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return true;
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}
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return false;
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}
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} |